This is Guard Duty.
Put your feet in the shoes of Barney Calhoun, a security guard at the Black Mesa Research Facility who has no idea that the next few hours are going to change his life forever. Re-live the exciting adventure of Blue Shift, now re-created in the award winning Source engine.

It's time to uncover our promised AI presentation. This short presentation will showcase some of the new features of our new advanced AI. As mentioned in the last updates, it's only the CODE presentation. The content is placeholders and not created by Tripmine Studios. The presentation can be seen here.

Our goal is to bring you AI, that will be challenging yet not frustrating. The new behaviour our programmers are implementing is the result of these efforts. Enemies are now more flexible and can follow you through the environments. Obstacles that used to be insurmountable problem in the original games and still are in the most of the modern games are not problem anymore for our NPCs. Check out the video presentation to get an idea.

The new AI system will work with all the NPCs. That means that not only enemies are smarter, but also your fellow collegues and Black Mesa personell can take advantage of this new AI. Ladders are no more problem for scientists, yay :) !!

The other function of this system is not only to make the game more challenging, but also bring life to our NPCs. We can now make the behaviour of our NPCs very natural and believeable. Soldiers communicate with each other, scientists talk to each other, creatures search for food around the environments, sleep, patrol or protect their babies. This is hopefully next step how to make the world even more dynamic and realistic. We hope you like it! Don't forget to leave us your feedback and ideas you have for the AI.

as far as i know, houndeye shockwave damage from pack size dependancy and cockroaches light sensitivity was implemented in original Half-Life, and wasnt done in Black Mesa (yet?), so bringing these things back is quite a good thingm i think.
Not so sure about grunts rappeling from ledges, though... do they rappel when there is no other convenient way down (stairs), or will they just every time they need to get somewhere lower? They also could end up in a place where they cant get back up, nor get the player who lured them there and went out by means only given to him(such as vents)?

would be cool if you code them to hunt the player "provided they know you went into a vent" while he is hiding in vents EG throwing nades or going in after you with their sidearms drawn kinda like the US tunnel rats did during Vietnam.

Most game developer just care for the action, like CoD: Ghost reveal, a new AI which is just fishes swimming away from you when you get close. And that has been made twenty years ago!
That's the reason why I'm excited about this mod.

It's cool and all, but I see they keep that bad habit the original AI has to stay under the player's crosshair. Did you plan on giving the reasoning creatures teh ability to properly seek for cover and/or dodge when they get damaged rather than eating it all up?

Also maybe giving the scientists the ability to fight but very poorly. such as a scientist getting a gun and having to struggle to use it maybe getting a few shots off. With this the scientist could learn how to use the weapon overtime getting skilled each second kept alive. They could also pick up blunt weapons, but would be weak.

Scientists weren't given much attention in Half-Life besides being killed and following you. enhanced scientists would truly brighten the game!

...and you'l possibly end up with an army of mad labcoats clearing levels without you having to do anything.
Babysitting scientists was the one of major points of interacting with em in half life.
Barneys arent truly capable of warfare either, cause they are just guardsm checking people in and out, making sure labcoats dont break anything drunk and that there is no strangers passing by in restricted areas. When real **** is going down, Black Mesa, being govmnt facility, have to rely on army divisions (HECU), with barneys just there to provide SOME assistance.

You got the point B.R.V.
We may added some SCRIPTED sequences, when they try to protect themselves, but that's it. I personaly like how frightened scientists are and changing this would be rly huge change to the game. Not sure if it would be the good change though.

They could grab unused medkits and heal you when you are <100hp and there is no med around.
But again they can run off scared and get themself screwed, with medkit flying in a bottomless pit...
Just a suggestion\mindflow on this.

Good to see attention to detail in the AI; as you've already realised, this makes a big difference to immersion.

For the Grunts rappelling, would it be possible to have them attach the rope to the floor between their feet and have it go horizontally along the ground until it reaches the edge of the ledge they are on? At the moment the rope sometimes looks a little odd.

Edit: also, I love the cockroaches! Do the Houndeyes retreat intentionally? It didn't seem like it was just wonky pathfinding.

Big question! Will Shephard's Teammates behave the same way? I'd love to see your marine buddies rappelling down from catwalks while you take the high ground. That and the ability for Shephard himself to do the same.

Will the player also be able to rappel, and work with them in squads? That would be very cool, like helping grunts in guard duty. Also, you could add some more things, like other campaign, or remake of OF mods nuclear winter and others. And also, the AI's could be smarter, by throwing nades into vents, taking cover, and other things.